Paladin
Base Class: Paladin

this oath is very common for assasin turned paladins or paladins who did unspeakable things that went against their faith but was given another chance after they realize their wrong doings. this oath has many aspects to it like the urges to protect whoever is close to them, no unknown killing, respect of the dead, and a newfound urge to prove yourself to others but also they have secrets that they will one day have to confess to gain their gods full trust back.

paladins with this oath believe- honesty, the circle of life, rules arent always good for the people

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your dexterity modifier to attack rolls made with that weapon (with a minimum bonus of +2). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Slippery escape. as a bonus action you grant yourself and up to three allies within 30ft a burst of chaotic luck. for the next minute, those creatures can take the disengage action as a bonus action, and their movement speed increases by 10 feet

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of second chance

Starting at 7th level, once per turn when a friendly creature within 30 feet fails a saving throw against being charmed, frightened, paralyzed, or stunned they can immediately use their reaction to re-roll the saving throw. they must use the new roll

At 18th level, the range of this aura increases to 60 feet.

take the blow

Beginning at 15th level, when a creature you can see within 30ft of you takes damage, you can use your reaction to magically swap places with them. you take the damage instead of that creature. this damage cannot be reduced or prevented in any way

rewrite the script

At 20th level, when a creature within 60ft of you makes an attack roll, saving throw, or ability check you can use your reaction to completely change the result. 

if it was a failure, it becomes a critical success. if it was a success or critical hit against your team it becomes a total failure

Once you use this feature, you can’t use it again until you finish a long rest

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